Shelter in Place
Shelter in Place was born from the speculative question ‘how might we use creative thinking to design personal protective equipment for wildlife to assist them in surviving bushfire?’ Beginning with a range of conceptual designs for wildlife PPE to survive the Pyrocene, it resulted in a large interactive artwork and interactive floor for children, two satellite crafting spaces, and a craft wall display, that asked children to create their own wildlife bushfire PPE designs and ‘care craft’ making-with designs of fire shelters set up on a table. Shelter in Place focused on allowing children to think more deeply about the lives and experiences of other animals and discover their own care-full designs in reaction to this.
It was important to me to also use this as an opportunity for rethinking the notion of 'PPE' and how it is physically made, by suggesting that the best solutions can come from nature itself. As such, the 'face masks' that ended up appearing on the animal's faces were made from plants and animals, rather than human-made and constructed items.
Technologically, the work revolves around six interactive floor spaces where people can stand. A dot on the floor gives simple instructions as to how to engage differently with each interactive spot in order to produce a corresponding face mask element on-screen. For example, kids might stand in one spot and 'squawk like a bird to summon the power of parrots', which makes the parrot face mask appear. By standing across several spaces, children can remix the masks by using multiple asset types - face mask bits made out of leaves, sealife, birds, Australian natives, flowers, or insects.
Shelter in Place was commissioned by Home Of The Arts (HOTA), Australia, for The Children’s Gallery, curated by Caitlin Pijpers and Sarah Lewis, and its physical set up was made specifically with social distancing for Covid-19 in mind.
What is Human Now?
WHat is Human Now is a large-scale digital artwork combining generative visuals, and remixed and hand-scarn animated visuals. It showed at ZAZ10ts Gallery, Times Square, New York in 2020.
WHat is Human Now was a confluence of soco-cultural issues taking place in 2020 surrounding the pandemic and being alone. In this case, we considered how those who owned pets may be less likely to feel alone. Pets and other species were the silent savious of the pandemic that were often not spoken of when conversations of loneliness and social distancing arose in the pandemic. Pets were also a silent and innocent currency, being bought, sold, and handed in for adoption as human lives changed during the course of the pandemic.
Images courtesy of ZAZ10ts Gallery.
Works for Queensland State Archives
***Aboriginal and Torres Strait Islander readers are advised that the documentation in this section contains images of people who have died.***
Between 2019 and 2021 I worked as the Interaction Designer/Creative Technologist for Queensland State Archives, within their Engagement Team. My official role was 'Senior Engagement Officer'. Works included 'The Decision Machine' interactive wall, a projected interactive machine that remixes and creates Cabinet Minute decisions for the Australian Parliment, mixing humour, interaction, and historical knowledge from archival documents. Another example was the 'WOW Room' interactive exhibitions space, a new interactive gallery space that I spearheaded during my time at The Archives. I also worked with a range of prominent artists in order to make interactive exhibitions for them in The Archives' foyer gallery space, such as Donna Davis and Melissa Stannard. I also worked on digital-only projects such as AR face-tracking filters in line with institutional events and exhibitions.
IntraFacing
This research investigates the nature of interactive and digital art for multispecies end-users, focusing on enrichment and play as a lens for positive nonhuman artwork interactions. I place this within a context of interactive art as enrichment for companion dogs and humans. The project speculates on a multispecies future for Anthropocenic arts in which the needs of other species are ethically considered. I contend that through knowledges from the field of animal enrichment design and animal care, we are better able to create artwork artefacts that cultivate enrichment. I use a Creative Practice Research approach that is informed by frameworks and processes from animal enrichment design, proposing the ‘CPR S.P.I.D.E.R.’ approach. I use methods of bonding through play in order to reflect on engagements between individual animals, humans, and artworks. This results in two main interactive art projects, including ‘IntraFacing’, an interactive game that decodes a dog’s body position through accelerometer and uses this information to give tasks to the human player.
From this I find that the artist can contribute to enrichment design through approaching animals as individuals, and that the artist must consider issues such as ethics and care in order to approach other species appropriately. This is important for the future of the technology-based arts, as current research in the field sees it attempting to move beyond human-centrism in design, aesthetic, and user-ship, and towards more-than-human interactions and considerations.
The Bat Translator
This project employs Machine Learning to listen to Grey-Headed flying fox vocalisations, and takes the liberty of interpreting these into corresponding human-perceptible concepts in real-time based on known research into communication methods of these species.
Grey-headed flying foxes are known to science to have up to 20 vocalisations with distinct meanings within five vocalisation ‘types’ (Christesen & Nelson, 2000). Of these 20 vocalisations, seven have so far been accurately learnt and translated for this project. This project follows a practice-based audio machine learning research design model, from audio capture through to classification with the help of bat carers and vocalisation experts, ending in a trained model free for public use. The public can take this project and, with the use of a microphone, decode flying fox vocalisations that it hears in real-time. While this tensorflow model has undergone a rigorous training process, I question how these learnt classifications are translated, and whether creative practice can be helpful in designing ‘creative interpretations’. I attempt this through poetic narrative and visual design, where each accurately heard vocalisation is turned into on-screen poetic animated text that aims to evoke the meaning behind each communication, such as a mating vocal, territorial vocal, a growl. This gives me the artistic license to interpret known vocalisations through creative practice. This project’s knowledge contributions include a dataset of categorised flying fox vocalisations, a trained tensorflow machine for listening to and identifying vocalisations, and a final artwork that interprets this data into digital poetry in real-time. Further research will be undertaken into the nature of creative machine listening for animal vocalisation interpretation.
The Quantum Enrichment Entanglers
This research investigates the nature of interactive and digital art for nonhuman end-users, focusing on enrichment as a lens for positive nonhuman artwork interactions. I place this within a context of interactive art as enrichment for wild flying foxes in rehabilitation care undergoing rewilding. This resulted in two main interactive art projects, including ‘The Quantum Enrichment Entanglers’ touchable and digitally-enabled sculptures. These sculptures send enrichment audio to each other based on when and how flying foxes are interacting with them, allowing humans and flying foxes to perform interactions together from ethical distances by both interacting with sister sculptures.
The project speculates on a multispecies future for Anthropocenic arts in which the needs of other species are ethically considered. I contend that through knowledges from the field of animal enrichment design and animal care, we are better able to create artwork artefacts that cultivate enrichment. I use a Creative Practice Research approach that is informed by frameworks and processes from animal enrichment design, proposing the ‘CPR S.P.I.D.E.R.’ approach. I use methods of ‘giving’ flying foxes artefacts in order to reflect on engagements between individual animals, humans, and artworks.
I find that digital interactive art, in particular, can expand enrichment opportunities by paying attention to levels of sensory exploration and interspecies relationships between end-users. This is important for the future of the technology-based arts, as current research in the field sees it attempting to move beyond human-centrism in design, aesthetic, and user-ship, and towards more-than-human interactions and considerations.
CurioCreatures
CurioCreatures, a collaboration with my long-term EphemerLab collaborator Jason Nelson, is a series of 15 locative interactive artworks that explore speculative 'extreme evolution' needed for different species to survive climate change. The artwork coaxes visitors into finding and experiencing GPS triggered animated and interactive digital creatures via their smartphones or devices in and around a city area, in this case Brisbane, Australia. CurioCreatures was commissioned by The Queensland Museum for Curiocity Festival in association with World Science Festival Brisbane.
This work's audience is geared towards families and children, using a 'collect-a-card' concept where audiences use their own phones to find and collect each character card. On this card they can interact with the creatures and learn more about them, including how they are being affected by climate change. Bringing important concepts such as climate change to younger generations is of key importance in this work, which we attempt through interaction, humour, and absurdity.
Prosthetics for a Changing Climate
A touch-led experience allows the user to design face masks and armour for Australian wildlife amidst the decemation created by bushfires.
2019 and 2020 saw unprecidented uncontrollable fires rip through 5 of Australia's 6 states. Some of Australia's most important heritage listed bushland and wilflife refuge was destroyed. While some trees can recover, and houses can be rebuilt, the death toll for native wildlife was immense and heartbreaking.
In the wake of these fires, which I, too, was misplaced by, I created this work that asks us to consider how human technologies could be used to help wildlife protect themselves in future events like these.
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Diffraction
Drawing on my dual history as a digital practitioner and a nocturnal mammal surveyor, 'Diffraction’ considers the use of psychogeographic ‘dérive’ (Debord, 1956) for making playful digital text-based engagements specifically with nocturnal wilderness environments. It asks the user to consider and perform certain tasks specific to dark night, in order to experiment with dark spatiality and question nocturnal interactions with nonhuman others.
Traditionally, the psychogeographers and the Situationist International movement used dérive to focus on playful social interactions between humans in urban spaces. They wanted to allow people to get lost and find new adventures within their own cities. However with the ethological turn in the humanities and rising concern about our interactions with wild others and spaces, there has been a shift in focus across the arts and humanities away from the urban and the human-centric social, and towards the spaces that ‘matter’ (MetaMute, 2010; Bennett, 2010; Lorimer, 2015). ‘Diffraction’ moves the user out of the city and away from other humans, allowing for the potential of meaningful foot-led engagements with non-urban non-human spaces. Although, I would warn against using this work on cliff-sides in the dark. In attempting to move against the grain of many digital locative art or narrative works, Diffraction considers not just place-based, but time and light-based interactions.
Diffraction premiered at the Hardiman Gallery, Cork, Ireland.
Relating to BioLandscapes
Real-time sound art event, and interactive, touchable sensor-enabled plants producing sound and visuals.
Originally conducted and shown in both the Connemara National Park region of Ireland,
and The Burren region, Ireland, and later in Binna Burra National Park, Australia and the Queensland Ecosciences Precinct, Australia, this project created collaborative biofeedback systems between
humans, flora, fungi, and glacially formed rock using galvanic skin response sensors, to produce data-driven
sound and video in real-time for a participatory live audience across hemispheres.
These live, open-air, and site-specific sound events only work if both subjects are living, and touching each other. The system used to create sound collects GSR feedback, which looks to fluctuations in skin that are often considered akin to the 'emotional biofeedback response'. Hence, this is a system that considers the emotional connection between living things.
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Bioluminescent Walking events
Bioluminescent Walking is a solo event held within the rainforests of Australia. It's original iteration consisted of six separate projection artworks mapped to the forest itself using hidden technology to both allow visitors to step into the magic, but also to keep the rainforest itself untouched by cumbersome technology. Each artwork augmented the forest by placing in to it an animation of a native animal that would have, at least at one time, been seen in that habitat.
This work has been recreated several times across different locations, each time introducing new wildlife characters.
The work has functioned as its own solo event - as seen in the video - and later appeared in Five Senses Festival, Australia 2016, Systems exhibition and ecology symposium at Queensland Herbaruim and Botanical Gardens, 2018, Botanica: Contemporary Art Outside, Australia 2019. A version of Bioluminescent Walking specifically for Norwegian audiences was conducted as a solo event in 2017 known as 'Signals', also in this portfolio.
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if the forest wanders
if the forest wanders
if the forest wanders is an interactive projection mapping of the underside of a train bridge, that uses hand-drawn imagery of bioluminescent sea creatures and fungi, for Brisbane City Council’s Friday Night Laneways Organic Data festival. This festival was part of the World Science Festival Brisbane.
The work revolves around the central theme of the train tracks, from which an ‘xray view’ of the tracks above was made. A wandering forest of bioluminescence grew up over these tracks, and each time a train came through, they would be blown away, only to regrow with time.
The work was interactive in a number of ways. The audience can control a steam train that drives through the tracks, as well as setting off separate animations. As it is a working train bridge, trains often passed overhead, at which point a separate train animation would run in time with the overhead train, meant to look like an xray of what was happening above. A hidden speaker sets off sounds each time the work is interacted with by the audience.
A More-than-human System
Working with biofeedback sensors to create sound born from the internal workings of plants is a niche being explored by some sound artists and technologists. However, A More-than-human System combines human and plant data in real-time to produce sound that is specific to the relationship between each person and each plant.
A MtH System only works if both subjects are living, and touching each other, and as it collects GSR feedback, it looks to fluctuations in skin that are often considered akin to the 'emotional biofeedback response'. Hence, this is a system that considers the emotional connection between two living things.
This work premiered at the Brisbane Herbarium as part of 'Systems' exhibition and symposium.
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Balancing Act
Living in and around urban spaces is a balancing act for these creatures. They must endure all manner of dangers. Some animals have to cross tight rope electrical lines, and others must navigate dangerous roads, avoid human food or pets, or avoid bushfires to reach the safety of home or food and water. Despite the daily dangers, humans often don’t view these creatures as important members of our ecosystem community. Instead, our urban wildlife becomes our brief entertainment; an amusing peepshow experienced while walking from the car to the restaurant.
Step right up! ‘Balancing Act' is a series of three interactive animation boxes
designed to emulate vintage peepshow machines, known as 'mutoscopes'. Bright
LED covered arrows, reminiscent of a carnival penny arcade signage, point towards
an extruded view portal embedded on a wooden box. This aesthetic creates a glaring
example of nonhumans being seen as entertainment in urban spaces, rather than
vital members of our global ecosystem.
These mutoscope boxes are made to resemble mammal/bird nesting boxes – the
urban homes of such creatures who attempt to live in our concrete jungle. Housed
at viewing height on trees in the Botanic Gardens, these mutoscope nest boxes
become surreal spectacle for the vicarious, with a clear environmental message.
Peering inside each box, an interactive animation is revealed: a small secret world
where urban creatures, such as the powerline-tightrope walking possum, attempt to
survive urban dangers. Audiences can assist these creatures by pressing buttons to
help the animals navigate passed these dangers in order to reach home.
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Under-mine collection
Under-mine was a solo exhibition of five new digital video works and one new interactive work using a custom-built control system that premiered at Art Laboratory Berlin between February 25th and late April, 2017, in conjunction with CTM Festival and Transmediale Festival Vorspiel.
This exhibition was the culmination of my research into how interactive art can portray how the sensory systems of animals are being morphed by climate change. Focusing on examples where habitat destruction was not the major factor, but rising temperatures themselves were the key factor, the creatures chosen were the bat and echolocation, the horse and proprioception, the lizard and chemoreception, and the woodlouse and hygroreception. With some minor emphasis also placed on creatures whose senses and perceptions are altered by climate change due to habitat destruction in particular – the turtle and magnetoreception, the frog and auditory perception, the fish and olfactory senses.
In each case, extensive scientific research and predictive modelling by others was used, from which a series of animations were created that told the stories, and potential futures, of each of these creatures. As part of the exhibition, a research book of approx 200 pages was also put together, allowing visitors to delve into the scientific research behind these artworks.
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Signals
Following in the footsteps of Bioluminous Walking, Signals projection event took place over a series of evenings on Mt Fløyen in Bergen, Norway.
One of the artworks at shown is seen in the video to the left. Norwegian natives, folklore sea creatures, and structures that represented the historical use of Mt Fløyen as part of Bergen’s sea port, are projected back into their native habitat. Other works shown included Jason Nelson's large-scale cliff projection of literature that was viewable by audiences in the town 300m below.
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Tree:Mails
Tree:Mails: Scenic Rim is an interactive new media artwork displayed via audiences’ at‐home and hand-held devices that plots a series of GPS-tagged trees in the Scenic Rim area on an interactive map. The inbuilt creative AI system allows trees to ‘respond’ to the user via their email address, allowing people to strike up conversations with, and share stories and secrets with nature.
Though this platform, users can read stories, both true and fictional, about the trees of the Scenic Rim, and ‘contact trees’ directly via the digital contact forms provided. This platform is designed to inspire users to connect with their natural environment in new ways, and acts as a positive use of digital social technologies for the environment.
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Cartology Apology
Cartology Apology is a fantasy cartography-in-motion where old and new technologies combine. Inspired by the topographical nature of Australia, it plays with moving frame-by-frame animation and bright colours drawn from topographical data, and experiments with how this might be represented in a 3D holographic environment.
This is a study of landscape, but also a re-imagined mapping, told from the point of view of a non-local, with all the political difficulties that concept brings to light. It is also a documentation of process – since it is frame-by-frame animation, you are watching hundreds of hours of the artist hand-drawing topographic lines.
The audio that you hear in this artwork is a mixture of sounds generated by the walking movement of visitors through the church, whisperings about walking the land, and footsteps recorded across the Australian country-side.
Cartology Apology was debuted at White Night Melbourne 2016 where over 11,000 people were packed inside the beautiful Scot’s Church cathedral to view this disconcerting holographic audio/visual projection display of video art made of animated topographic lines of the greater Victorian area. It was then shown in a different layout at QUT Art Museum. The Sydney Morning Herald and The Age called it one of the ‘gems’ of White Night Festival.
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The River Enfolds
‘The River Enfolds’ is a data-generated digital artwork created for an LED-screen or projection display, shown here at the Adelaide Festival Centre. Using real-time water movement and water flow data collected by the artist from the Karrawirra Parri river over a series of months, ‘The River Enfolds’ creates a detailed yet abstract animation that visualizes the river’s data, while connecting to the movement and flow of the public themselves through and around the display.
This piece serves as a reminder of the connections between the public and their natural surroundings, while communicating an insight into the science of water data. This piece does not look so much like a digital river as it looks like an engaging, morphing, and calming data abstraction of water.
The River Enfolds premiered at Adelaide Festival Centre's large wrap around outdoor screens, as shown in thse images.
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Shadows blister those who try to touch
Shadows blister those who try to touch is generative animation, that in turn generates audio. The thematic basis is derived from a visual and textual representation of, and response to, the ‘shadow blister’ effect in physics. Using a triangular delaunay effect has been used on all imagery to further connect it to the 3D sculpture wall. The audience uses a purpose-built controller to change the visuals and generate different elements.
Shadows blister those who try to touch is an interactive projection mapping installation that has been seen at ACM MM exhibition and conference 2015, Metro Arts Gallery, Australia, Collar Works Gallery, New York, USA, among others.
As well as creating and producing this work, Alinta Krauth published the ACM academic paper Using Handmade Controllers for Interactive Projection Mapping.
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Holo-Proj Cubes
Works such as 'A Virtual Bathymetric' and 'HoloPoetry' use frame-by-frame drawing or text animated in JavaScript.
For instance, 'A Virtual Bathymetric', which premiered at Piksel Festival, Bergen, Norway, re-created the tracings of local and global shipping trade routes and sea floor topography. By stylising these routes as abstract imagery, the concepts of mapping and documentation were brought into question and re-imagined. Placed into a 3D copper cube of holographic projection screens, the image multiplies and distorts, creating its own faux topography. But this is not your usual room-sized projection mapping onto an object, indeed it is very small. In being so small, it allows the viewer, perhaps even forces, a more intimate connection; a one-on-one interaction with a holographic ocean.
'HoloPoetry', which premiered at the Institute of Modern Art in Brisbane, Australia, uses the same visual aesthetic to produce animated poetry, looking at the representation of text in digital spaces.
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Glas Blong Huriken
Glas blong huriken attempts to digitally create a sci-fi-esque ‘weather lab’ where different types of weather are grown.
Focusing particularly on clouds, each glass holds a faux holographic display inside it – a storm cloud, a tornado, and lightning, are being grown. A small figure sits on each glass, painted dark green: the toy soldiers of the weather army, each holding a fantasy hand-held version of a cloud cannon, including the one now stationed at Charleville, Australia. Weather modification of any sort is a concept that sits uneasily with me, particularly due to the seemingly violent ways in which it occurs. The weather plays a vital role in climate change, indeed it is our climate, and it is something that affects us as humans directly through our bodies and senses, as well as emotionally. We belong to the weather, but it should not belong to us.
These light bulb glasses are around actual size, so this is an experiment in projecting the very very small in a holographic environment. It is work getting up close to this piece in order to explore these miniature worlds!
This work premiered at the Art Meets Science exhibition, EcoSciences Precinct, Australia, and was aquired by the precinct.
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The purpose of this installation was to find new ways of activating public spaces through digital art, and to use the idea of a library as a space for public reading and learning in the artwork itself to create an animated digital story. The other purpose of Bindings was to use old, unused, or recycled technologies and materials. In this case, all equipment and materials used were recycled and restored to OHandS standards. As many of these technologies were found within the library already (stacked away in storage, for instance), this showed the potential for any library to have its own activated digital space with minimal budget required.
5 of the 6 video art pieces we created for Bindings were new works, and a final one was drawn from the earlier 'A Long, Wired Paddock' work, also in this portfolio.
Bindings was made for Bergen University Art and Languages Library, Norway.
Machinimenomenology
‘Machinimenomenology (no. 1)’ is an experiment in audio/video collage using partly-rendered Google Maps as a space for a machinima of the broken.
You traverse this other-worldly 3D digital backdrop in an often awkward and uncontrollable fashion that mimics the general everyday use of Google Maps terrain. This is layered with textual and audio elements in order to build a multimedia story around a character who lives in a partially-rendered, shifting world, where the concepts of time and entropy differ to our own. In this piece, I am interested in the concept of virtual/non-virtual geography and cartography, and how the rendering errors and imperfections in Google Maps’ real-world simulation can be beautiful entry points for magic realism and science fiction.
This piece premiered at the Galway Art Centre, Ireland, and was later shown at the National University of Ireland, Ireland, and Gallery 3.14, Bergen, Norway.
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A Long, Wired Paddock
A Long, Wired Paddock is a digital animation of a 3D wireframe world that the camera ducks and weaves through. The walls of the ‘world’ are generated, and change with time, controlled by climate modelling data from the 1950s to today.
Warm earthy tones are stuck to throughout, and the wireframe appearance is reminiscent of the triangular shapes often seen in my projection mappings. The name of the piece is a direct play on the phrase ‘the long paddock’ – the name for a particular Australian stock route, and also a term used by Landscape Sciences at the Queensland Department of Science for monitoring the Australian rural climate.
This work was originally shown in the Art Meets Science exhibition, Queensland EcoSciences Precinct, and later shown at Caloundra Regional Art Gallery, Australia, and ‘GLOW’ projection Festival, Australia.
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An Argument in Parallel Incompleteness
‘An Argument in Parallel Incompleteness’ is an art game where the player is a fruit bat who battles their way through chaotic poetry barriers, setting off pieces of sound art and interacting with other wondrous creatures and words along the way.
The player reads through the poetry while simultaneously pushing it away. The poem is about an argument where two characters throw math-laden curses at each other, such as ‘you are no Gödel at natural numbers’. You, the innocent bat, must navigate that all-too-grown-up world: the innocent among the chaos.
‘An Argument in Parallel Incompleteness’ Premiered in Brisbane at GAME ON #GO423 Games exhibition and symposium. And also shown as a large-scale interactive installation for 2High Festival, Australia, and in Currents Festival, New Mexico, USA. This piece was shortlisted for the 2015 Sunshine Coast New Media Art Prize, and shown in two accompanying exhibitions, as well as being shown at Maroochy Music and Visual Arts Festival. It was later shown at the Queensland Poetry Festival, Institute of Modern Art, Australia, and the Ipswich Art Gallery, Australia.
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Projection Mapping tiny natural objects
Natural objects
The most beautiful tiny natural objects, often created by wildlife, are sometimes left discarded or broken in my backyard. I play with these through projection.
These files were lost and so this video has been screenrecorded from my Instagram, I can only apologise for the quality. Feel free to see more at my Instagram: Visit Site
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Movement Modulation
GeoNotation
Geonotation is an interactive collection of generative/glitch sound pieces, themed on different types of geography. Geographical areas from Australia and Norway were used to generate new types of postmodern musical notation, which were then played into digital sound pieces of between 2 and 5 minutes in length. For example, visual representations of the area’s rivers were used to create postmodern musical notation that was then recorded via digital piano. In other examples, images of maps themselves, or images of the area captured on a wildlife motion capture camera, were converted to sound data to generate noise that was then further digitally manipulated. The collection includes six pieces.
This piece was originally shown in 2014 and was accompanied by a sound walk using .mp3 players and headphones placed throughout Sarabah Vineyard grounds. It was later developed into an interactive digital piece combining interactive imagery - as shown in this accompanying image - and the original sounds, placed onto a large interactive digital map that GPS located each sound to its corresponding place.
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Wind blisters those who try to run
‘Wind blisters those who try to run’ was a live projection mapping artwork on The Old Windmill, Brisbane, created for UR{BNE} Festival. As far as we are aware, this is the first time this building has ever been engaged in projection art or projection mapping. It is Australia’s oldest windmill, and Queensland’s oldest surviving European structure. It has an incredible history, including some very dark moments, some urban myths, and some interesting moments in the furthering of communications technology, time keeping, and weather technology. It was also used to make Queensland’s first television broadcast.
Wind blisters those who try to run consisted of two projections, one on each side of the curved and tapered Old Brisbane Windmill. The content was a montaged series of animations that were made to conform to the shape of concrete bricks like those that make up the Old Windmill. I took inspiration from the windmill’s checkered past as both a place of death and torture, and a place of technological innovation, to create imagery that looked towards a positive future for the structure.
Remaining on site during the performance, I was able to morph this piece into more of a live VJ set, where content changed in reaction to audience participation.
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The Fingers of a Warm and Careful Android
A touchable, holographic, moving display created for libraries and other collections.
Notes on the original barcode scanner edition:
This world first interactive art installation works for books, DVDs, audio books, and any other scannable library item. Take your library item and scan the barcode to have it tell you about the places it has been and the interesting and quirky people it has been lent to in the past, through stunning visual narrative. Scanning your library book's barcode brings up a story and animation on the large screen that is unique to your book.
The concept behind the piece is that all library books/items have stories from their past that we cannot tap into, and this project allows people to (fictionally) hear about the past adventures of their favourite books.
The unique idea behind this artwork can be transported to other libraries around the world, as well as museums, archives, and other collections.
The 'pepper's ghost' type display seen in some images here is the 'holographic touchscreen edition' of this work. It allowed for an object to be placed inside the box, giving not just the sense of a touchscreen space, but an augmented mixed-reality layering effect. The front glass of the screen was interactive through touch, allowing the user to interact with library item's histories in another way.
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Memetic Soil
During a residency at the Queensland EcoSciences Precinct I had the opportunity to be a part of the Precinct’s soil refining process. Learning about each step, from field to jar, I considered how one might emulate these methods to make art. As a digital artist, I often experience comparable processes of sampling, ordering, crushing, coding, and sieving, albeit differently. As such, Memetic Soil attempts to answer: ‘what would a digital artwork look like if it underwent a soil refining process?’
To answer this, I considered questions such as, ‘what is the digital version of a soil sample?’ Given that soil can represent deep time and change, and is sampled from a field, I decided that one equivalent was the Internet Meme. I then conceptualised equivalents for each soil sample process, such as drying, crushing, and cataloguing. I also noticed how the process of removing botanical matter from soil in the lab seemed to rid it of certain contexts, which became integral to this project.
From this conceived method came memetic language and images devoid of original context that are reconfigurable on the screen by the user, sorted into colour, size, and font based on the coding techniques I adapted. The digital artwork then sits in a representation of a glove box, which reminds me of the extractor booth I worked with in the lab.
This piece was first shown at the Art Meets Science exhibition, Queensland EcoSciences Precinct.
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Colonise
A series of different installations over time that experiment with projection mapping into folded paper, both at a very small scale, and a very large scale.
Some of the examples shown in these images include 'Colonise' 2015, White Night Melbourne, 'Little Boxes' 2014, Luxlumin Festival, and 'You Are Vital', Scenic Rim Open Studios festival, 2014.
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Natural Caves
A series of experiments in projecting into dark caves.
Much more of this to come - unfortunately the area where this was filmed was ravaged by wildfire and is now illegal to enter until the land regenerates. The videos being used were bits of test footage I have accumulated over the years, but the aim would be to make something specific to map inside cave areas.
This cave was, before colonial times, a prominent cooking and eating place for the Yugambeh people.
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alinta
Alinta is a multidisciplinary new media artist, interaction & exhibition designer, and co-founder of EphemerLab. She is also a researcher of interactive art for more-than-human situations and spaces. Her research focuses include the use of interactive devices as a response to more–than–human agency, and caring for non–humans. Much of her work involves ecological themes and scientific fieldwork alongside ecology experts and wildlife rescue organisations. Recent installations of her creative works have been seen in GentleMonster, Seoul South Korea, Botanica Festival, Brisbane Australia, White Night (Nuit Blanche), Melbourne Australia, The Powerhouse, Sydney Australia, Eidgenössische Technische Hochschule, Zurich Switzerland, and Art Laboratory Berlin, Berlin Germany.